시장보고서
상품코드
2005991

보드 게임 시장 규모, 점유율, 성장 및 업계 분석 : 유형 및 용도별, 지역별 인사이트 및 예측(2026-2034년)

Board Games Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2026-2034

발행일: | 리서치사: 구분자 Fortune Business Insights Pvt. Ltd. | 페이지 정보: 영문 264 Pages | 배송안내 : 문의

    
    
    



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보드 게임 시장 성장 요인

세계 보드 게임 시장은 2025년에 158억 3,000만 달러로 평가되었고, 2026년에는 174억 5,000만 달러, 2034년에는 393억 4,000만 달러에 달할 것으로 예상되며, 예측 기간 동안 CAGR 10.70%의 견조한 성장세를 보일 것으로 예측됩니다. 이 시장은 사교 및 오프라인 엔터테인먼트에 대한 수요 증가에 힘입어 빠르게 성장하고 있습니다. 2025년에는 북미가 42.06%의 점유율을 차지하며 시장을 주도했습니다. 이는 소비자의 높은 참여와 주요 기업의 강력한 존재감에 힘입은 것입니다.

체스, 스크래블, 모노폴리와 같은 보드 게임은 양방향적이고 사교적인 경험을 제공한다는 점에서 여전히 인기를 끌고 있습니다. 젊은 소비자와 가족 단위의 관심이 높아지면서 전 세계적으로 보급이 더욱 가속화되고 있습니다.

시장 역학

성장 촉진요인

보드 게임 커뮤니티의 인기 상승은 시장 성장의 주요 촉진요인입니다. 이러한 커뮤니티에는 이벤트, 토너먼트, 리뷰 등을 통해 보드 게임을 적극적으로 홍보하는 게임 클럽, 카페, 컨벤션, 온라인 플랫폼 등이 포함됩니다. 예를 들어, 2024년 'SPIEL 에센 게임페어'에는 20만 4,000명 이상의 관람객이 방문했고, 1,500개 이상의 제품이 전시되어 전 세계의 높은 관심을 확인할 수 있었습니다.

또한, 인수 등의 전략적 노력을 통해 기업의 포트폴리오가 확대되고 있습니다. 2024년 8월, Funskool India는 '카탄의 개척자들'의 제조권을 획득하며 시장에서의 입지를 강화했습니다.

제약 요인

강력한 성장에도 불구하고, 시장은 디지털 엔터테인먼트의 문제에 직면해 있습니다. 비디오 게임, 모바일 게임, 스트리밍 플랫폼은 몰입감 있고 편리한 경험을 제공하기 때문에 물리적 보드 게임의 매력은 점점 사라지고 있습니다. 또한 인플레이션, 지정학적 긴장, 소비지출 감소와 같은 경제적 불확실성이 수요에 악영향을 미칠 수 있습니다.

기회

파트너십 및 협업은 수익성 높은 기회를 가져다주고 있습니다. 기업들은 더 넓은 층을 끌어들이기 위해 인기 프랜차이즈와의 제휴를 점점 더 많이 하고 있습니다. 예를 들어, 고리아테 게임즈는 2025년 '심즈' 시리즈와 제휴하여 테마별 보드 게임을 개발 중이며, 전 세계 출시를 앞두고 있습니다.

시장 동향

시장을 형성하는 주요 트렌드 중 하나는 혁신적이고 테마가 있는 보드 게임에 대한 수요 증가입니다. 각 업체들은 경쟁 구도 속에서 차별화를 꾀하기 위해 독특한 제품을 출시하고 있습니다. 예를 들어, 하스브로 인도는 지역 취향에 맞는 크리켓을 테마로 한 '모노폴리'의 변형 버전을 도입해 매출을 늘리고 있습니다.

세분화 분석

게임 유형별

2026년에는 '독점' 부문이 32.80%의 점유율을 차지하며 시장을 장악할 것으로 예측됩니다. 이는 단순한 게임 플레이와 여러 가지 테마별 버전이 전개되고 있는 것이 그 요인입니다. 체스는 보편적인 매력과 경쟁적인 성격에 힘입어 두 번째로 큰 점유율을 차지하고 있습니다.

연령대별

2026년에는 25세 이상이 38.84%의 점유율을 차지하며 시장을 주도했습니다. 성인들은 스트레스 해소, 사교, 오락의 목적으로 보드 게임을 이용하는 경향이 강해지고 있습니다. 또한, 12-25세 연령층도 중요한 소비층으로 자리 잡고 있습니다.

판매 채널별

2026년에는 매장에서의 풍부한 체험과 다양한 상품 라인업에 힘입어 전문점이 41.26%의 시장 점유율을 차지하며 유통을 주도했습니다. 한편, 온라인/전자상거래 부문은 편의성과 접근성 확대로 인해 11.53%라는 놀라운 CAGR로 성장할 것으로 예측됩니다.

지역별 동향

북미는 2025년 66억 6,000만 달러 시장 규모를 기록했으며, 소비자의 높은 인지도와 혁신으로 선두를 유지했습니다. 미국 시장만 하더라도 2026년에는 37억 7,000만 달러에 달할 것으로 예측됩니다.

유럽은 여전히 두 번째로 큰 지역으로, 2025년에는 52억 9,000만 달러 규모에 달할 것으로 예상되며, 견고한 수요와 제품 혁신에 힘입어 성장세를 이어갈 것으로 보입니다.

아시아태평양은 중국, 인도 등 국가의 가처분 소득 증가에 힘입어 CAGR 11.01%를 나타낼 것으로 예측되며, 고성장 지역으로 부상하고 있습니다. 인도는 2026년까지 6억 3,000만 달러에 달할 것으로 예측됩니다.

남미와 중동 및 아프리카에서는 실내 레크리에이션 활동에 대한 관심이 높아짐에 따라 완만한 성장이 예상됩니다.

목차

제1장 서론

제2장 주요 요약

제3장 시장 역학

제4장 주요 인사이트

제5장 세계의 보드 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제6장 북미의 보드 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제7장 유럽의 보드 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제8장 아시아태평양의 보드 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제9장 남아메리카의 보드 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제10장 중동 및 아프리카의 보드 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제11장 경쟁 구도

제12장 기업 개요

제13장 전략적 제안/시장 기회

LSH

Growth Factors of board games Market

The global board games market was valued at USD 15.83 billion in 2025 and is projected to grow to USD 17.45 billion in 2026, reaching USD 39.34 billion by 2034, exhibiting a strong CAGR of 10.70% during the forecast period. The market is witnessing rapid expansion driven by rising demand for social and offline entertainment. In 2025, North America dominated the market with a 42.06% share, supported by high consumer engagement and strong presence of leading companies.

Board games such as chess, Scrabble, and Monopoly continue to maintain relevance due to their ability to provide interactive and social experiences. Increasing interest among younger consumers and families is further accelerating adoption globally.

Market Dynamics

Drivers

The growing popularity of board gaming communities is a major driver of market growth. These communities include gaming clubs, cafes, conventions, and online platforms that actively promote board games through events, tournaments, and reviews. For instance, the SPIEL Essen Game Fair 2024 attracted over 204,000 visitors and featured more than 1,500 products, highlighting the strong global interest.

Additionally, strategic initiatives such as acquisitions are expanding company portfolios. In August 2024, Funskool India acquired rights to manufacture Catan, strengthening its market presence.

Restraints

Despite strong growth, the market faces challenges from digital entertainment. Video games, mobile gaming, and streaming platforms offer immersive and convenient experiences, reducing the appeal of physical board games. Furthermore, economic uncertainties such as inflation, geopolitical tensions, and reduced consumer spending may negatively impact demand.

Opportunities

Partnerships and collaborations present lucrative opportunities. Companies are increasingly collaborating with popular franchises to attract wider audiences. For example, Goliath Games partnered with The Sims franchise in 2025 to develop a themed board game, expected to launch globally.

Market Trends

A key trend shaping the market is the rising demand for innovative and themed board games. Companies are launching unique products to differentiate themselves in a competitive landscape. For instance, Hasbro India introduced a cricket-themed Monopoly variant, aligning with regional preferences and boosting sales.

Segmentation Analysis

By Game Type

The Monopoly segment dominated the market in 2026, accounting for 32.80% share, due to its simple gameplay and availability in multiple themed versions. Chess holds the second-largest share, driven by its universal appeal and competitive nature.

By Age Group

The above 25 years segment led the market with a 38.84% share in 2026. Adults increasingly use board games for stress relief, social bonding, and entertainment. The 12-25 age group also represents a significant consumer base.

By Sales Channel

Specialty stores dominated distribution in 2026 with a 41.26% market share, supported by strong in-store experiences and product variety. Meanwhile, the online/e-commerce segment is expected to grow at a notable CAGR of 11.53%, driven by convenience and wider accessibility.

Regional Insights

North America generated USD 6.66 billion in 2025, maintaining its leading position due to high consumer awareness and innovation. The U.S. market alone is projected to reach USD 3.77 billion in 2026.

Europe remains the second-largest region, valued at USD 5.29 billion in 2025, driven by strong demand and product innovation.

Asia Pacific is emerging as a high-growth region, projected to grow at a CAGR of 11.01%, supported by rising disposable income in countries like China and India. India is expected to reach USD 0.63 billion by 2026.

South America and the Middle East & Africa are witnessing moderate growth, driven by increasing interest in indoor recreational activities.

Competitive Landscape

The market is highly competitive, with key players focusing on innovation, expansion, and partnerships. Major companies include Hasbro, Mattel, Ravensburger, Asmodee, and Goliath Games. These companies are investing in new product launches, distribution networks, and collaborations to strengthen their market position. Additionally, crowdfunding platforms are emerging as a new avenue for financing game development.

Conclusion

The global board games market is set for significant growth, rising from USD 15.83 billion in 2025 to USD 39.34 billion by 2034. Despite competition from digital entertainment, increasing interest in social gaming, innovative product development, and strong community engagement are driving market expansion. With rising demand across regions and continuous innovation by key players, the board games industry is expected to remain a vital segment of the global entertainment market in the coming years.

Segmentation By Game Type

  • Monopoly
  • Scrabble
  • Chess
  • Others

By Age Group

  • 2-5 Years
  • Between 5 and 12 Years
  • Between 12 and 25 Years
  • Above 25 Years

By Sales Channel

  • Specialty Stores
  • Online/E-Commerce
  • Hypermarkets/Supermarkets
  • Others

By Geography

  • North America (By Game Type, Age Group, Sales Channel, and Country)
    • U.S. (By Game Type)
    • Canada (By Game Type)
    • Mexico (By Game Type)
  • Europe (By Game Type, Age Group, Sales Channel, and Country)
    • Germany (By Game Type)
    • U.K. (By Game Type)
    • France (By Game Type)
    • Spain (By Game Type)
    • Italy (By Game Type)
    • Rest of Europe (By Game Type)
  • Asia Pacific (By Game Type, Age Group, Sales Channel, and Country)
    • China (By Game Type)
    • Japan (By Game Type)
    • India (By Game Type)
    • Australia (By Game Type)
    • Rest of Asia Pacific (By Game Type)
  • South America (By Game Type, Age Group, Sales Channel, and Country)
    • Brazil (By Game Type)
    • Argentina (By Game Type)
    • Rest of South America (By Game Type)
  • Middle East & Africa (By Game Type, Age Group, Sales Channel, and Country)
    • UAE (By Game Type)
    • South Africa (By Game Type)
  • Rest of the Middle East & Africa (By Game Type)

Table of Content

1. Introduction

  • 1.1. Research Scope
  • 1.2. Market Segmentation
  • 1.3. Research Methodology

2. Executive Summary

3. Market Dynamics

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Trends

4. Key Insights

  • 4.1. Overview of the Parent Market
  • 4.2. Industry SWOT Analysis
  • 4.3. Supply Chain and Regulatory Analysis
  • 4.4. Porter's Five Forces Analysis
  • 4.5. Recent Technological Advancements

5. Global Board Games Market Analysis, Insights and Forecast, 2021-2034

  • 5.1. Key Findings / Summary
  • 5.2. Market Analysis, Insights and Forecast - By Game Type
    • 5.2.1. Monopoly
    • 5.2.2. Scrabble
    • 5.2.3. Chess
    • 5.2.4. Others
  • 5.3. Market Analysis, Insights and Forecast - By Age Group
    • 5.3.1. 2-5 Years
    • 5.3.2. Between 5 and 12 Years
    • 5.3.3. 12-25 Years
    • 5.3.4. Above 25 Years
  • 5.4. Market Analysis, Insights and Forecast - By Sales Channel
    • 5.4.1. Specialty Stores
    • 5.4.2. Online Stores
    • 5.4.3. Hypermarkets & Supermarkets
    • 5.4.4. Others
  • 5.5. Market Analysis, Insights and Forecast - By Region
    • 5.5.1. North America
    • 5.5.2. Europe
    • 5.5.3. Asia Pacific
    • 5.5.4. South America
    • 5.5.5. Middle East & Africa

6. North America Board Games Market Analysis, Insights and Forecast, 2021-2034

  • 6.1. Key Findings / Summary
  • 6.2. Market Analysis, Insights and Forecast - By Game Type
    • 6.2.1. Monopoly
    • 6.2.2. Scrabble
    • 6.2.3. Chess
    • 6.2.4. Others
  • 6.3. Market Analysis, Insights and Forecast - By Age Group
    • 6.3.1. 2-5 Years
    • 6.3.2. Between 5 and 12 Years
    • 6.3.3. 12-25 Years
    • 6.3.4. Above 25 Years
  • 6.4. Market Analysis, Insights and Forecast - By Sales Channel
    • 6.4.1. Specialty Stores
    • 6.4.2. Online Stores
    • 6.4.3. Hypermarkets & Supermarkets
    • 6.4.4. Others
  • 6.5. Market Analysis, Insights and Forecast - By Country
    • 6.5.1. U.S.
    • 6.5.2. Canada
    • 6.5.3. Mexico
  • 6.6. U.S. Board Games Market Analysis, Insights and Forecast - By Game Type
    • 6.6.1. Monopoly
    • 6.6.2. Scrabble
    • 6.6.3. Chess
    • 6.6.4. Others
  • 6.7. Canada Board Games Market Analysis, Insights and Forecast - By Game Type
    • 6.7.1. Monopoly
    • 6.7.2. Scrabble
    • 6.7.3. Chess
    • 6.7.4. Others
  • 6.8. Mexico Board Games Market Analysis, Insights and Forecast - By Game Type
    • 6.8.1. Monopoly
    • 6.8.2. Scrabble
    • 6.8.3. Chess
    • 6.8.4. Others

7. Europe Board Games Market Analysis, Insights and Forecast, 2021-2034

  • 7.1. Key Findings / Summary
  • 7.2. Market Analysis, Insights and Forecast - By Game Type
    • 7.2.1. Monopoly
    • 7.2.2. Scrabble
    • 7.2.3. Chess
    • 7.2.4. Others
  • 7.3. Market Analysis, Insights and Forecast - By Age Group
    • 7.3.1. 2-5 Years
    • 7.3.2. Between 5 and 12 Years
    • 7.3.3. 12-25 Years
    • 7.3.4. Above 25 Years
  • 7.4. Market Analysis, Insights and Forecast - By Sales Channel
    • 7.4.1. Specialty Stores
    • 7.4.2. Online Stores
    • 7.4.3. Hypermarkets & Supermarkets
    • 7.4.4. Others
  • 7.5. Market Analysis, Insights and Forecast - By Country
    • 7.5.1. Germany
    • 7.5.2. France
    • 7.5.3. Italy
    • 7.5.4. Spain
    • 7.5.5. U.K
    • 7.5.6. Rest of Europe
  • 7.6. Germany Board Games Market Analysis, Insights and Forecast - By Game Type
    • 7.6.1. Monopoly
    • 7.6.2. Scrabble
    • 7.6.3. Chess
    • 7.6.4. Others
  • 7.7. France Board Games Market Analysis, Insights and Forecast - By Game Type
    • 7.7.1. Monopoly
    • 7.7.2. Scrabble
    • 7.7.3. Chess
    • 7.7.4. Others
  • 7.8. Italy Board Games Market Analysis, Insights and Forecast - By Game Type
    • 7.8.1. Monopoly
    • 7.8.2. Scrabble
    • 7.8.3. Chess
    • 7.8.4. Others
  • 7.9. Spain Board Games Market Analysis, Insights and Forecast - By Game Type
    • 7.9.1. Monopoly
    • 7.9.2. Scrabble
    • 7.9.3. Chess
    • 7.9.4. Others
  • 7.10. U.K Board Games Market Analysis, Insights and Forecast - By Game Type
    • 7.10.1. Monopoly
    • 7.10.2. Scrabble
    • 7.10.3. Chess
    • 7.10.4. Others
  • 7.11. Rest of Europe Board Games Market Analysis, Insights and Forecast - By Game Type
    • 7.11.1. Monopoly
    • 7.11.2. Scrabble
    • 7.11.3. Chess
    • 7.11.4. Others

8. Asia Pacific Board Games Market Analysis, Insights and Forecast, 2021-2034

  • 8.1. Key Findings / Summary
  • 8.2. Market Analysis, Insights and Forecast - By Game Type
    • 8.2.1. Monopoly
    • 8.2.2. Scrabble
    • 8.2.3. Chess
    • 8.2.4. Others
  • 8.3. Market Analysis, Insights and Forecast - By Age Group
    • 8.3.1. 2-5 Years
    • 8.3.2. Between 5 and 12 Years
    • 8.3.3. 12-25 Years
    • 8.3.4. Above 25 Years
  • 8.4. Market Analysis, Insights and Forecast - By Sales Channel
    • 8.4.1. Specialty Stores
    • 8.4.2. Online Stores
    • 8.4.3. Hypermarkets & Supermarkets
    • 8.4.4. Others
  • 8.5. Market Analysis, Insights and Forecast - By Country
    • 8.5.1. China
    • 8.5.2. India
    • 8.5.3. Japan
    • 8.5.4. Australia
    • 8.5.5. Rest of Asia Pacific
  • 8.6. China Board Games Market Analysis, Insights and Forecast - By Game Type
    • 8.6.1. Monopoly
    • 8.6.2. Scrabble
    • 8.6.3. Chess
    • 8.6.4. Others
  • 8.7. India Board Games Market Analysis, Insights and Forecast - By Game Type
    • 8.7.1. Monopoly
    • 8.7.2. Scrabble
    • 8.7.3. Chess
    • 8.7.4. Others
  • 8.8. Japan Board Games Market Analysis, Insights and Forecast - By Game Type
    • 8.8.1. Monopoly
    • 8.8.2. Scrabble
    • 8.8.3. Chess
    • 8.8.4. Others
  • 8.9. Australia Board Games Market Analysis, Insights and Forecast - By Game Type
    • 8.9.1. Monopoly
    • 8.9.2. Scrabble
    • 8.9.3. Chess
    • 8.9.4. Others
  • 8.10. Rest of Asia Pacific Board Games Market Analysis, Insights and Forecast - By Game Type
    • 8.10.1. Monopoly
    • 8.10.2. Scrabble
    • 8.10.3. Chess
    • 8.10.4. Others

9. South America Board Games Market Analysis, Insights and Forecast, 2021-2034

  • 9.1. Key Findings / Summary
  • 9.2. Market Analysis, Insights and Forecast - By Game Type
    • 9.2.1. Monopoly
    • 9.2.2. Scrabble
    • 9.2.3. Chess
    • 9.2.4. Others
  • 9.3. Market Analysis, Insights and Forecast - By Age Group
    • 9.3.1. 2-5 Years
    • 9.3.2. Between 5 and 12 Years
    • 9.3.3. 12-25 Years
    • 9.3.4. Above 25 Years
  • 9.4. Market Analysis, Insights and Forecast - By Sales Channel
    • 9.4.1. Specialty Stores
    • 9.4.2. Online Stores
    • 9.4.3. Hypermarkets & Supermarkets
    • 9.4.4. Others
  • 9.5. Market Analysis, Insights and Forecast - By Country
    • 9.5.1. Brazil
    • 9.5.2. Argentina
    • 9.5.3. Rest of South America
  • 9.6. Brazil Board Games Market Analysis, Insights and Forecast - By Game Type
    • 9.6.1. Monopoly
    • 9.6.2. Scrabble
    • 9.6.3. Chess
    • 9.6.4. Others
  • 9.7. Argentina Board Games Market Analysis, Insights and Forecast - By Game Type
    • 9.7.1. Monopoly
    • 9.7.2. Scrabble
    • 9.7.3. Chess
    • 9.7.4. Others
  • 9.8. Rest of South America Board Games Market Analysis, Insights and Forecast - By Game Type
    • 9.8.1. Monopoly
    • 9.8.2. Scrabble
    • 9.8.3. Chess
    • 9.8.4. Others

10. Middle East & Africa Board Games Market Analysis, Insights and Forecast, 2021-2034

  • 10.1. Key Findings / Summary
  • 10.2. Market Analysis, Insights and Forecast - By Game Type
    • 10.2.1. Monopoly
    • 10.2.2. Scrabble
    • 10.2.3. Chess
    • 10.2.4. Others
  • 10.3. Market Analysis, Insights and Forecast - By Age Group
    • 10.3.1. 2-5 Years
    • 10.3.2. Between 5 and 12 Years
    • 10.3.3. 12-25 Years
    • 10.3.4. Above 25 Years
  • 10.4. Market Analysis, Insights and Forecast - By Sales Channel
    • 10.4.1. Specialty Stores
    • 10.4.2. Online Stores
    • 10.4.3. Hypermarkets & Supermarkets
    • 10.4.4. Others
  • 10.5. Market Analysis, Insights and Forecast - By Country
    • 10.5.1. UAE
    • 10.5.2. South Africa
    • 10.5.3. Rest of Middle East & Africa
  • 10.6. UAE Board Games Market Analysis, Insights and Forecast - By Game Type
    • 10.6.1. Monopoly
    • 10.6.2. Scrabble
    • 10.6.3. Chess
    • 10.6.4. Others
  • 10.7. South Africa Board Games Market Analysis, Insights and Forecast - By Game Type
    • 10.7.1. Monopoly
    • 10.7.2. Scrabble
    • 10.7.3. Chess
    • 10.7.4. Others
  • 10.8. Rest of Middle East & Africa Board Games Market Analysis, Insights and Forecast - By Game Type
    • 10.8.1. Monopoly
    • 10.8.2. Scrabble
    • 10.8.3. Chess
    • 10.8.4. Others

11. Competitive Landscape

  • 11.1. Business Strategies Adopted by Leading Players
  • 11.2. Global Board Games Market Revenue Share/Ranking Analysis, By Key Manufacturer

12. Company Profiles

  • 12.1. Hasbro Inc.
    • 12.1.1. Company Overview
    • 12.1.2. Business Overview
    • 12.1.3. Product Portfolio
    • 12.1.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.1.5. Recent Developments
    • 12.1.6. SWOT Analysis
  • 12.2. Mattel Inc.
    • 12.2.1. Company Overview
    • 12.2.2. Business Overview
    • 12.2.3. Product Portfolio
    • 12.2.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.2.5. Recent Developments
    • 12.2.6. SWOT Analysis
  • 12.3. Buffalo Games LLC
    • 12.3.1. Company Overview
    • 12.3.2. Business Overview
    • 12.3.3. Product Portfolio
    • 12.3.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.3.5. Recent Developments
    • 12.3.6. SWOT Analysis
  • 12.4. Goliath Games
    • 12.4.1. Company Overview
    • 12.4.2. Business Overview
    • 12.4.3. Product Portfolio
    • 12.4.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.4.5. Recent Developments
    • 12.4.6. SWOT Analysis
  • 12.5. Masters Traditional Games
    • 12.5.1. Company Overview
    • 12.5.2. Business Overview
    • 12.5.3. Product Portfolio
    • 12.5.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.5.5. Recent Developments
    • 12.5.6. SWOT Analysis
  • 12.6. Ravensburger AG
    • 12.6.1. Company Overview
    • 12.6.2. Business Overview
    • 12.6.3. Product Portfolio
    • 12.6.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.6.5. Recent Developments
    • 12.6.6. SWOT Analysis
  • 12.7. Gibson Games
    • 12.7.1. Company Overview
    • 12.7.2. Business Overview
    • 12.7.3. Product Portfolio
    • 12.7.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.7.5. Recent Developments
    • 12.7.6. SWOT Analysis
  • 12.8. Rebellion Developments Ltd.
    • 12.8.1. Company Overview
    • 12.8.2. Business Overview
    • 12.8.3. Product Portfolio
    • 12.8.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.8.5. Recent Developments
    • 12.8.6. SWOT Analysis
  • 12.9. CMON Games
    • 12.9.1. Company Overview
    • 12.9.2. Business Overview
    • 12.9.3. Product Portfolio
    • 12.9.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.9.5. Recent Developments
    • 12.9.6. SWOT Analysis
  • 12.10. Asmodee
    • 12.10.1. Company Overview
    • 12.10.2. Business Overview
    • 12.10.3. Product Portfolio
    • 12.10.4. Financials (Data as available in public domain and/or on paid databases)
    • 12.10.5. Recent Developments
    • 12.10.6. SWOT Analysis

13. Strategic Recommendations/ Market Opportunities

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